Chapter 13: The Stronghold
Main objective: Escape (escape point located under Glade)
You can see each enemy’s inventory by placing the cursor over his image on the map.
• New units:
• Enemy reinforcements:
• Special Event:
• General Strategy:
The beginning of this chapter isn't that difficult, and neither are many of the reinforcements, and the general's army is extremely easy. The Duke knight at the castle is Glade, an old knight of Lenster and Fin's friend. He's also Selphina's husband (if you talk to him with Selphina in this chapter, you'll get the Hero's Bow). Don't even think about moving him from the castle because if the enemies take it, you'll automatically lose. The other soldiers are Glade's companions; they can gain EXP, and you can move them and everything, but they can't join your army. You can use them as a shield to buy some time. I recommend giving their weapons to Glade because he will have to defend the city for a long time after they're killed off. If you want them to survive (even though you don't get anything for doing that), you can send them back over to the right side of the map, where they can attract one or two enemies and maybe kill them off for you.
Once you've killed the general, the enemies will start to flee and the ballistae will stop attacking. However, powerful reinforcements will arrive from the upper part of the map, and it's here where you have to defend the castle at all costs, using your Hammer axes or armor slayers against them. These reinforcements are excellent for training so it would be good if you promoted some of your units here. In the houses you'll find weapons that are effective against the reinforcements; let the Pegasus girl worry about getting the weapons and leave the task of protecting the castle to the rest of your army. After all of this, let Leaf enter the castle in order to complete the mission, but remember that all of your other units must enter the castle before him.
This guy is a really easy boss, but sometimes he'll block your attacks. He'll start moving on Turn 5. Attack him with the appropriate weapons